But you wouldn’t just OS ex fireball if you don’t know if it will hit or not, that’s just a waste of meter
When you OS it’s always a gamble. Like a rock paper scissors. It’s your job to use it at the right moment.
http://www.youtube.com/watch?v=U7_b1aMJHDA
at 1:25 for alex, at 1:37 for daigo, …
hope this help
If you’re worried about wasting meter, just input your fireball earlier so they don’t come out if the low forward whiffs.
I’ve been hearing by a few people that using fire balls in close/mid range is a good idea because it’s hard to block because it requires faster reaction timing.
But all that’s been happening when I play online is that the player just jumps forward and does strong/fierce kick on me and start doing a combo.
Am I doing something wrong or is this tactic just bad?
When you don’t know your opponent, he doesn’t know you either. So basically you have to land some AA to make him know that you are going to shoryuken is face. Then you will be able to put some hadoken at close range. Good luck.
I had a question about how to do ryu’s low forward into fireball while walking forward without getting a shoryu coming out?
You can’t. This game has no way to force fireball over shoryu, and the game reads f, d, df, f as a shoryuken. (The input for shoryuken isn’t actually f, d, df. The game wants (any forward),(any down),(any forward) )
Doing downback+kick, qcf+punch does help though. I noticed Bonchan does his fireball cancels by going all the way to upforward, which helps with leaving the stick in downforward while riding the gate.
^That being said, ryu’s low forward has a ton of range so its more based on your timing. So you need to walk forward then when you cr.mk you put the stick into neutral and make sure your stick is pointed down.
Just keep trying until it doesn’t come out. You can walk forward and c.mk xx fireball, but you need to delay pressing the button. If you hit the button late enough, the forward input from walking won’t be buffered anymore.
Thing is, you should be option selecting this anyways if its at the right range. Which means you’re doing the hado motion, assuming they’re going to be walking into the MK.
hey tsobi, always good to see ryu players looking to take their game to the next level! i’m by no stretch of the imagination a good ryu so take what i have to say with a grain of salt. this is what is currently working for me.
-
fundamentals: focus on one fundamental at a time. spend a week trying to understand when to throw hadoukens. keep things in mind like, “what am i trying to accomplish with this particular hadouken? as a poke to whiff punish or to pressure a jump? to cause chip? safely build meter?” spend another week focusing on stepping up your anti-air game. learn to recognize situations where your opponent is likely to jump. see how much you can do to make your opponent want to jump. spend another week focusing on footsies. spend another week focusing on predictability. mix up your low forwards with osed hadoukens, keeping some un-osed. this will reveal a lot about your opponent’s focus forward-dash game while making him uncertain and uncomfortable with respect to the odds of the risks he’s willing to take. you will then hit a point where you see how all these fundamentals affect one another and their inter-connectedness. you’ll progress a lot faster than trying to divide your attention between five or six different goals, which will induce that sort of tunnel vision you mentioned. you can even keep a progress sheet for yourself. after grinding anti-airs, if you find yourself reliably dping every other jump-in on reaction, give yourself a checkmark under anti-airs (reaction). try to delineate your progress in as concrete terms as possible.
-
motivations vs. matchups: analyze the matches of top ryu players (sekiganryu, daigo, alex valle, naruo) to help you learn the many matchups in ae. their matches give all players the ideal environment for understanding the true nature of any matchup, because as the amount of what a pro player will be truly surprised by decreases, the level of strategy that governs a player’s decisions increases, giving you the best possible vantage point. this is echoed by tons of top players, daigo included. always try discern why a particular ryu did what he did at any given moment, whether he’s turtling, applying fullscreen pressure, fishing for a jump-in. you want to frame your understanding of the game in as goal-oriented of a way as possible. try to understand the fundamental reasons for why ryu players undertake a particular action, and what your opponent wants to accomplish in any given matchup. this will give you a foundation for building the matchup knowledge hardwired into sf4 that players like jeff schaeffer and fuudo stress is so important. balance incorporating this “objective” approach into your playstyle with the subjective aspect of sf4: individual player tendencies. ask yourself questions like, “is this player simply being aggressive or is this just how the matchup goes?” in a ryu/ryu matchup, if your opponent, someone you’ve never met before, starts the game off with a reversal roundhouse tatsu, you can know with some degree of confidence that he’s either a) disrespectful of online players, b) is a scrub, c) takes unjustified risks before establishing precedents (aka is very offensive), d) he isn’t confident in his fundamentals so he favors high risk/high reward plays, or e) blah blah, etc.
– subpoint: learn your options in any given situation. even if you were psychically aware of every action your opponent is going to take in the immediate future, and when, your awareness has no bearing on your ability to respond to it correctly. countering your opponent is impossible if you lack either awareness or the ability to properly respond; you must have both. learn to frame-trap to blow up crouch-techs. learn to os punish backdashes. learn how to weigh risk vs. reward. in the first match, what sorts of actions have the greatest statistical payoff (i.e. “safeness”), and which actions cover the most of my opponent’s options (if you are jumping in your knocked-down opponent, for example, you can mitigate the risk and increase the reward of that one decision by osing sweep into your f. jump roundhouse to cover backdash, safe-jumping to cover >=5-frame reversals, and hit-confirming from jabs to buy yourself the time to react to your jump-in to properly capitalize off a successful jump-in, or going for the tick/frame-trap. this covers, potentially, wakeup backdashes, reversal dps, mashing crouch-tech, and mis-timed reversals. your odds are a lot better than the bare jump-in).
-
increasing your knowledge by frequenting the ryu boards: you’re already doing this well, share your insights and glean knowledge from more experienced ryu players by frequently communicating with other ryu players. seek the affirmation or clarification of your thoughts by cross-referencing them with other ryus.
-
maximum punishes: while important, this is the least important of all tips. most of what i’m going to say is straight from the mike watson school of thought! fundamentals will carry you incomparably further as a player than learning combos will, because they give you a foundation for your combos. combos mean nothing if you have no mode of actually landing them on the other player. combos give you the least returns in terms of time invested compared to other skills you could/should be refining. that being said, you should spend time building up the consistency of your execution to a basic level, because combos are the groundwork for dealing damage, which is the deciding factor in all matchups. up to a point. learn dp xx fadc, ultra. learn your corner setups. know that you can link ex tatsu into ultra in the corner. don’t take the time you could be spending deepening your matchup knowledge on perfecting fancy one-frame links like sps, low fierce xx fierce shoryu. that link only becomes important after you’ve developed fundamentally to a certain level. utilize plinking to increase the consistency of your links. to hit-confirm from low jab and low strong. practice linking fierce shoryu from two crouching jabs. practice linking ultra from low forward xx ex hadouken in the corner. practice all of your ultra setups, actually. when you have the clear option of going for relatively guaranteed damage vs. a tight link that also introduces the possibility of you eating a reversal dp, go for the guaranteed damage, for now. if you can visualize combos in terms of beginner, intermediate, and advanced, i would say try to develop your combo ability to intermediate at most, until you’ve advanced fundamentally.
– subpoint: spacing. this one is very important. high-level footsies are built on good spacing, though they are much more than mere spacing. learn the maximum distance that you can throw out low forward while connecting. learn the distance that you can anti-air jump-ins with standing roundhouse. spacing yourself well will make some of your moves safer on block, like if your sweep was blocked from max range, your spacing would preclude the possibility of being reversal-punished by a few characters.
that’s about all i have for now! hope that helps!
hello, i’m collecting kara throw data for all of AE 2012’s characters, i don’t know how much of the information here is outdated, so i wanted to ask: what’s ryu’s best kara throw?
all of the data will be compiled into a list including normal throw ranges, added ranges and kara throw ranges.
St.RH
Hello everyone, I am a beginner at this game, and i was wondering what is the best way to practice anti-air dp, i have been using the record/playback feature in training mode and i do well in it, but that doesn’t seem to be translating to actual matches. i feel like i just cant react when my opponents jump at me even though am looking for a jump in from them. Thank you. (ps. i hope this was the correct spot for this question this is my first post here so please let me know if i need to post this else where)
That’s mostly a problem with dealing with match pressure. Just play a lot, ensure that the connection is good. Set a goal for a match - not do everything well, but, say, just pay attention to the anti air game. Do it for a while and you’ll start to see “oh, that’s a free st.hk” and so on. There’s no real shortcut for actual experience, and SF is a bitch to get competitive if you don’t have previous experience. So focus, think and persevere.
Ya, the standing hard kick is his best Kara throw.
is there a better kara throw for ryu from his crouching normals?
hey there, a few character forums supply a link to a google doc that contains very in depth information about their characters. Does Ryu have anything like this, or do you only use the forums?
Im trying to make my Ryu better, and I would like the most updated source to research.
Thanks!
You can beat Abel’s grab with light punch right does it matter if its standing or crouching? Also does this work for other grapplers or just Abel? Seems like Zangief Hakan and Thawk grab me anyway but I haven’t actually tested it on them.
Speaking of Zangief I noticed a Ryu player doing jump back fierce punch on his wake up and it was kinda like Chun Li’s jump back roundhouse where it would hit them overhead. It worked every time on the Zangief player does this move beat lariat? I think jumping fierce punch used to beat lariat in Vanilla but I haven’t tried it since then because I heard they buffed the lariat. Also does this overhead trick work on any other characters besides Zangief?
You can do jumpback light kick as an instant overhead to many characters.